16 if (
data == entt::null )
AssetBase(bool initializeDefaultEntity=false)
CpuLoadingState loadingState
CpuLoadingState getLoadingState()
Gets the loading state of this asset.
entt::registry & mainRegistry
MeshAsset(bool initEcsData=false)
void updateLoadingState() override
Updates the loading state of the asset based on the existence of the ECS components.
Ecs::MeshPrimitiveData * getMeshPrimitiveData()
Gets the mesh data for this asset.
void unload() override
Unloads all data and clears the ecs objects.
@ LOADED
All components of the asset have been loaded, and it is ready to be used.
@ LOADING
While the asset is currently being processed in the asset pipeline.
@ UNLOADED
When the asset is not loaded yet but the frame is already existing for the heavy data to be loaded in...
Log category system implementation.